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I love the game mechanic, like from Superliminal, but I don't think it was utilized very well. I enjoy goofy dialogue, especially in an indie game, but I felt it took away from the game rather than adding to it.

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I’d love to hear your thoughts on what might’ve been a better implementation! My daughter and I will be developing this into a full game after the jam is over so any feedback helps!


I do hope you consider the effort involved in fully voicing the experience in the time given as well when rating. :)

Just following up! Hoping to get constructive criticism rather than just criticism :)

hey, please don’t view my comment as criticism. I would be happy to delve into more specific feedback when I get the chance. Just been a bit busy recently. Apologies if I came off too strong, but it was not my intention.

Sorry for the late reply, I haven't had a chance to go back into your game to give a more in-depth review. It's just a game jam so I don't want to be hyper critical. But I do remember the biggest concern I had for your game was that the game mechanic of moving objects to scale based on distance is introduced too hastily. This game mechanic is super cool, so it's best to introduce it to the player in a way that wows them. The first time you use the scaling mechanic feels like magic, but my first experience with it in your game was on a random barrel. You should capitalize on this first user experience with a really cool implementation of it. Maybe the game starts with the player casually walking around the ship, then all of a sudden a large asteroid crashes into the ship's corridor and blocks the way to escape! Things seemed doomed until the player realizes they can pick up the asteroid and make it small. I know you have something similar to that with the asteroid, but I just extrapolated on it a bit.

Anyways, wish you the best on all your endeavors. It's adorable to hear you're working on a game with your daughter. God bless!